How do I fire a Ray only from the direction of my barrel?

Hi there!

I created a simple gun script where the player can shoot a ray at whatever their mouse clicks on, pretty simple and straightforward. My goal in this Gun Script is to allow the weapon to only fire straight from the direction of where the barrel is pointing at; basically a straight laser that only fires forward and isn’t dependent on where the mouse clicks.

A niche issue I am facing is that my camera position is of a Top Down view, resulting in the weapon firing diagonally down. I am aware of the usage of Object Orientation in this scenario, but I cannot seem to get it to work.

TLDR: How do I fire a ray straight from the direction of the barrel using Mouse Direction not Mouse Hit Position.

Do you mean like: BarrelPart.LookVector?

The Barrels LookVector, multiplied by the Range you want it to go to.

LookVector will represent the Direction your object is facing on the Positive Z Axis (according to object Space at least), which is normalized (between 0 - 1). Based on that Direction, you multiply based on how far you want it to go (aka its Range).

If I had a LookVector of (0, 0, 1) and a Range of 300, my ray will go all the way up to 0, 0, 300 and get any object it intersects from that range.

I recommend you fire the Ray from the Character instead of the Barrel, as it can be inconsistent and not detect things right in front of you, so fire from the character, using the direction of the barrel.

What do you mean by firing from the barrel may be inconsistent? Is it not the same, since I am sending the firing action and barrel direction from client to server, the server will shoot the ray.

Also how do I access LookVector from the barrel? I am trying to get the client to send the LookVector of the barrel to the server on remote event and fire the ray based on the location of the barrel.

It does not matter if its on the Server or Client, I’ll explain,

If you right up on an object, with an object that does not Collide, the Ray can fire through whatever you’re shooting through, and not hit whatever you’re aiming at, as comapred to the Player where they have room and collision to fire from their point to hit the object.

Raycasting from the player is a common trick used in games to avoid this issue.
Where Effects from the gun are done on the Client.

Object.CFrame.LookVector * Range

Be careful though, because it may not be able to be sent across Server and Client, so you may have to have it set on the Server, or split it into its own thing.

This is the Firing Script now. The server prints a message for the LookVector each time it is fired, but the ray is not firing at a straight line towards the enemy.

Local:

tool.Activated:Connect(function()
	if debounce == false and ammo > 0 and Reloading == false then 
		debounce = true
		game.Workspace.Sound.Gunshot:Play()
		ammo -=1 
		
		local Point = tool.Handle.Point
		
		
		
		tool.Shoot:FireServer(Point.CFrame.LookVector)
		task.wait(0.01)
		Player.PlayerGui["Ammo GUI"].Frame.TextLabel.Text =  "Ammo: "..ammo.."/"..maxammo
		debounce = false
		
	elseif ammo <= 0 then 
		return 
		
	end

end)

Server:

local tool = script.Parent

script.Parent.Shoot.OnServerEvent:Connect(function(player, PointLookVector)
	
	local RaycastParams = RaycastParams.new()
	RaycastParams.FilterDescendantsInstances = {player.Character}
	RaycastParams.FilterType = Enum.RaycastFilterType.Exclude
	
	print(PointLookVector)
	
	local Point = script.Parent.Handle.Point
	
	local RaycastResult = workspace:Raycast(PointLookVector, PointLookVector * 1000, RaycastParams)
	
	if RaycastResult then 
		local RaycastInstance = RaycastResult.Instance
		local Findmodel = RaycastInstance:FindFirstAncestorOfClass("Model")
		
		if Findmodel:FindFirstChild("Humanoid") then
			
			if RaycastInstance.Name == ("Head") then 
				Findmodel:FindFirstChild("Humanoid"):TakeDamage(100)
				
			else Findmodel:FindFirstChild("Humanoid"):TakeDamage(30)
				
			end
				
		else return end	
			
	end
	
end)